Monk
Base Class: Monk

Following this tradition supplies the monk with offensive and defensive boons against spellcasters and magical effects. These monks are taught that using mana from another realm is far too dangerous and ultimately a risk that needs to be overseen, so they focused their training on countering and stoping these magical abilities. Using specific pressure points, these monks can distort or halt the flow of mana within one's body, making spellcasting difficult.

Anti-Magic Training

When choosing this monastic tradition at 3rd level, you start training to use your ki in suppressing and stopping your opponents mana. By spending a ki point, you are able to cast Detect Magic without providing the material components.

When hitting an enemy that's concentrating on a spell, they have disadvantage on the concentration check. If you hit twice in one turn, you disrupt their flow of mana, granting them a 25% chance of spell failure until the start of your next turn.

Mana Suppression Techniques

At 6th level, you gain the following techniques.

Dispelling Strike. When you use Flurry of Blows and hit with one of the attacks, you may spend 1 ki point to end a magical effect on the target. This acts as a 3rd level Dispel Magic.

Counter Palm. As a reaction, you can use your ki to push forth a wave of disrupting ki, counting a spell within range. You can spend 2 ki points to cast Counterspell as a 3rd level spell without providing material components.

Magic Deflection

At 11th level, your develop the ability to alter the effectiveness of magical abilities that target you. You gain advantage on any save against a spell or spell-like ability. Additionally, you may use your reaction to spend 2 ki points to gain resistance against any magical attack that hits you.

The Dispel Magic and Counterspell from Dispelling Strike and Counter Palm are now as effective as 6th level spells.

Secret Technique

At 17th level, you learn a technique only known to those who've mastered the Way of the Spell Thief, the 64-Point Strike.

64-Point Strike. As an action, you may spend 5 ki points to attack 64 specific points on the target's body to completely cut off their flow of mana. The target must make a Dexterity saving throw. If it fails, it takes damage equal to an attack with your fist with 4d10 bonus damage, and cannot cast spells until it takes a long rest. Additionally, the target automatically fails any concentration check caused by this damage. If it succeeds the Dexterity saving throw, the target takes half damage and the target automatically fails any concentration check caused by this damage.

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